Answered

Is it possible to change blendshapes of more than 1 objects?

VoidLight 9 months ago updated by Peter - Soxware Developer 9 months ago 1

Hello,

I have my character skinned mesh and a separate object that is Jaw (parented to the character). During animation I want to use blendshapes from both character and jaw, so I can have mouth open and jaw open animation.

Is it possible to do that?

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi,
thank you very much for your support request.

Yes, sure. When you add your character to the Pose Editor for the first time, UMotion asks you if you want to add all blend shapes to the head joint or to a new custom joint. Out of my head I think this should include every blend shape of all SkinnedMeshRenderers that it finds.

You can also always add blend shapes manually by adding a "Custom Property Constraint" to any joint/transform. Configure it as "Component Property" and select the appropriate blend shape weight property of a SkinnedMeshRenderer (take the "Custom Property Constraints" that UMotion was setting up automatically as an example).

Please let me know in case you have any follow-up questions.

Best regards,
Peter

GOOD, I'M SATISFIED

Thanks for your help!

Satisfaction mark by VoidLight 9 months ago
Answer
Answered

Hi,
thank you very much for your support request.

Yes, sure. When you add your character to the Pose Editor for the first time, UMotion asks you if you want to add all blend shapes to the head joint or to a new custom joint. Out of my head I think this should include every blend shape of all SkinnedMeshRenderers that it finds.

You can also always add blend shapes manually by adding a "Custom Property Constraint" to any joint/transform. Configure it as "Component Property" and select the appropriate blend shape weight property of a SkinnedMeshRenderer (take the "Custom Property Constraints" that UMotion was setting up automatically as an example).

Please let me know in case you have any follow-up questions.

Best regards,
Peter